Index:
Anti-Family Weapons
- Anti-gremlin
- Anti-construct
- Anti-beast
- Anti-slime
- Anti-fiend
- Anti-undead
Making existing weapons grow more interesting at each crafting level
Unrelated
- Stack Bomb
- Bringing back split-damage weapons.
- Changing up T1 weapons.
- Balancing rapiers and the hammer
- Graviton Vortex rebalance.
- Graviton Vortex rebalance #2
- Status variant vs Pure damage variant rebalance
All ideas have been bounced off, and some even suggested by Krakob. Thanks, Krakob! Also thanks to Luguiru, whose boundless enthusiasm for balancing stuff and quirky brand of humour inspires me. Every bit of your nitpick is appreciated!
This is the description for Dark Retribution: "The perfected version of the shadowy bomb that Warmaster Seerus engineered with the sole purpose of eliminating other gremlins that stood in his way. It is thought to have been reserved for use against other members of the Crimson Order."
With the sole purpose. Seerus made this bomb specifically to kill Gremlins with, so why do I feel like I'd rather be using it on skeletons? Here are some things that will kill gremlins faster than DR:
-The anti-slime bomb Ionized Salt Bomb
-Dark Briar Barrage
-Graviton Vortex, and very possibly Electron Vortex
-Nitronome, Big Angry Bomb and Irontech
-Callahan
-Probably vases
-Ash of Agni
When designing an anti-something weapon it's not enough to simply slap "Shadow damage" or "Very High versus Fiends" on it and call it a day. You have to make sure the very nature of the weapon is efficient against the monster family for which the weapon was intended. During the course of this topic I will design an anti-family sword, gun and bomb for each family, making for at least 18 weapons. Some will be original, others modifications of existing ones. We'll start with the anti-gremlin bomb.
Gremlins are agile little turds, with relatively small hitboxes compared to for example slimes, undead or wolvers. They are frequently shielded and the gremlins healers are able heal and revive eachother. Gremlins will often run away when low on health. Due to their erratic movement, and anti-gremlin bomb has to meet these criteria:
-Cover a large area so that hitting a gremlin is not based on luck and obscure kiting, also useful for revealing gremlin recons
-Be conducive to hitting gremlins when their shield is facing in the right direction. This either means being instant or persistent. The first option is not viable for bombs.
-Just knock gremlins down so we don't have to worry about movement and shielding shenanigans.
Dark Retribution fills the second criteria, but due to not meeting the first one it doesn't help much. Dark Briar Barrage meets the first and third criteria and therefore fills the role better. We could just make DBB have shadow damage and be done for the day. In fact, I think it should be shadow/piercing. Snarbolax has a shadow/piercing.. theme to it. Some Snarby gear has shadow, other has piercing. All of it should be shadow/piercing both to make it fit thematically and to diversify gear choices more. Split damage is probably not going to make a return though, so here's the next best thing:
Magnetic Wave
** Magnetic Wave (Since Dark Reprisal was ** this shall be also even though I don't understand the reasoning behind it)
*** Magnetic Wave MkII
***** Magnetic Tsunami
Shadow damage, base damage is around 55 on depth 25.
The Magnetic Field is a device that emits a field of pure, non-knockback, non-interrupting damage over time. The charge time, range, fuse time and duration is identical to haze bombs of equivalent level. The observant reader will notice that this is just an Ash of Agni that only works while the enemy is within the boundaries of the bomb. Indeed so! The potential damage is higher, however, since one can stack several bombs over eachother. Gremlins can run around all they want, but haze bombs are able to cover a very large area. If spread out correctly, there should always be at least one bomb hitting them around the shields due to a bomb emitting from either side of them, as well.
Edited for clarity: The effect would not be a permanent field, but rather with a delay between them looking very much like that of Grim Totem's. The rate of fire would match the ticks from fire damage.
Crazy bonus idea of the day
Some of these weapons I'll post have some wacky oddball ideas attached to them. This is the least wacky out of them all.
Basically, to make it more anti-gremlin, it should have a unique property that's only useful against gremlins. If a Mortafire drops its gear within the range of a Magnetic Wave, the gear will be sucked onto the bomb where it will remain for the bomb's duration. The Mortafire will be unable to pick the gear up until the bomb expires, although knights can. It can be made wackier yet by having Mortafires automatically drop their gear within its range.
Only one piece of Mortafire gear may be held up per bomb.
Mortafires are not difficult, but rather frustrating and time-wasting to fight. The intention of this mechanic is to speed the process up.
Next up: Anti-beast sword.
Good enough against monsters. But constant damage wont work on LD.